You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


Session Name:

Deterministic vs. Replicated AI: Building the Battlefield of 'For Honor'


This lecture will showcase the AI technologies that were developed in 'For Honor'.

This lecture will cover how, on one side, the team at Ubisoft created a believable large scale battlefield on the backbone of a distributed peer-to-peer deterministic simulation: dozens of interactive actors, all perfectly synchronized between peers with no network traffic. This session will show how this was achieved, from the importance of metadata built in the world, to levers given to designers to control many actors, including building complex and interesting behaviors by using simple but elegant rules. This lecture will also show how, on the other side, no battlefield is complete without heroic warriors; opponents worthy of the skills of a player. With requirements ranging from high-level objectives to reactive decision-making, including environmental awareness, those deep and challenging AIs required their own pipeline: a replicated decision system, using extracted data from Ubisoft's fight logic, tools to empower the AI designers, and automated testing to validate design intentions.

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

  • GDC 2017
  • Frederic Doll
  • Ubisoft
  • Xavier Guilbeault
  • Ubisoft
  • free content
  • Programming
  • Programming